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Ahri Statistics for Ahri

Author's performance with Ahri compared to the ranked average.

Author
OfficialNino
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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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Smite is an essential with every jungler, a team without smite is basically at a disadvantage as smite is used for securing monster objectives. Obviously the team without smite will have an extra offensive in fights but you'll need smite for a lot of things such as clearing camps faster, dragon and baron security. A team without smite will hesitate to do bigger objectives like dragon and baron since they won't have the 500-1000 true damage from it and the team with smite could achieve it. Always take this as a Jungler since you'll be doing a lot of Player VS Monster action.

Flash is essential on almost all junglers, except some who benefit from ghost (Hecarim, Olaf). Kayle can use flash to do those clutch flash ultimate to save an ally (JK, unless it actually saves his life and he can get out) but Kayle does need it as she's a ranged champion essentially and can reposition herself just like an ADC. So use it wisely and have an ADC mindset when playing her.
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Runes

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You can use what ever Mark Rune u like!!!! I RECOMMEND Greater Mark of Hybrid Penetration > Greater Mark of Magic Penetration > Greater Mark of Attack Damage > Greater Mark of Attack Damage


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Masteries

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1/1
0/4
2/4
1/1
0/1
3/3
3/3
1/1
1/1
1/1
1/1
3/3
1/1
0/3
3/3
1/1
0/1
3/3
1/1
1/1
Offense: 27
0/2
0/2
0/2
2/2
0/1
1/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1
Defense: 3
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 0
We'll go in 27/3/0 as we're going to want a lot of early game power, and make our ganks damn powerful when we get our attacks down. And since we'll be building AP we'll probably be wanting to fully get a lot of damage.

We go 9 in the defense tree as we'll want to reduce damage from the minions in the jungle and getting a few extra HP is pretty nice.

Explanation of the mastery skills I take:

4111.png - 1.5% increase damage in ganks, since we turn ranged when we use our E, but we take 1.5% more damage but whatever I'd rather have stronger ganks.

4113.png - This is better than cooldown reduction, as our ultimate does come up frequently and our damage won't increase with cooldown reduction since half the time we'll be auto attacking.

4123.png - This mastery is mediocre, since it's only like 1 AP per level... and that's really not much but we're just getting points into it for the next skill.

4133.png - +8 flat AP is like 1.5 of an AP quint. Really strong mastery point as it comes in at level 1 and will help you along with the flat ap runes you took.

4143.png - This scales into late game and not really early game, since it's based off your ability power so it'll come noticable around 100 AP when it gives a flat 5 AP.

4144.png - Since we're going AP carry I'm going to assume were going to be getting a lot of kills, and this will save us from damage over time spells.

4152.png - This mastery... increases our damage vastly as we do auto attack and we do have magic damage, basically free hybrid penetration for us.

4134.png - 5% damage is a lot, and if we can take down targets quicker the better, you can think of this mastery as a 2.5% damage increase as a whole, since it only applies to 50% and under targets.

4162.png - 3% increase for 1 point, since your going AP carry this will increase your damage on top of all the other AP skills. I'd probably say it's the best last skill for a mastery page between the other +5% movement speed and 15% tenacity.

4214.png - Always get this when jungling, as you want to reduce the damage you take from the jungle as they hurt.

4224.png - This helps us clear the jungle faster as it does damage to the minions hitting us, so we get faster clears!
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Abilities

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Slot 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
 
Passive
Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
R
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Obvious reasons take E as it's our main damage source and gives us magic damage to our auto attacks, and it has splash so we'll kill the minions beside the big buff as we fight it.

The reason we go W 2nd is because our Q will be doing 60 damage vs healing 60 HP + 18% movement speed which means faster travel speed to the next camp so since we don't have any AP yet it doesn't have any scaling with it's 1.0 ratio.

Then finally take Q as we'll either be ganking or fighting some creeps, all 3 skills for a jungler is usually the best route to go.

Maxing heal 2nd is so OP because 40% cdr gives you a 9 CD 240+AP heal, E gives only 10 dmg per level and you have an AP ratio on it to make up for it, max Q first for those crazy burst ganks and slow for 4 seconds onto enemies.
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Items

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Start With
Core
Situational

Matchups

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2
10 months ago
Nice. I like to go with the attack speed runes and just go all AP with the glyphs too. Half flat, half scaling.

And I just go 30-0-0.
2
10 months ago
I haven't tried it yet...and i think it will work wonders ^_^.Thanks for that i will try it in my next Kayle jungle game!!
0
6 months ago
I believe that they have nerfed the seals of armor and seals of health are now the way to go.
0
6 months ago
True they have nerfed them..but in jungle i think u should still run armor seals in squishy champions such as Kayle for example..